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kaiiak

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Posts posted by kaiiak

  1. 26 minutes ago, subtledoctor said:

    Btw I really like this idea a lot. I would probably make it a bit more severe, like, drop max hit points by one per spell level for... a week or so. So you can't do it a lot. But every once in a while, when the battle is really tough and you're out of spells and suddenly the baddie pops a contingency with PfMW... you can take a 5 hp hit to get a casting of Breach.

    yep , well I think a week is too severe since your entire spell books keep refresh after sleep . BTW , the problem with this you cant control which spell get restored (would not be an issue with 5E spellcasting.) so I made another version of it that allow you cast list of spell from that level with the same max hitpoints , basically allow you to control which spell you will cast in exchange of hit points 

  2. 8 hours ago, subtledoctor said:

    You can't cancel a single instance of the reduction. All we have available is opcode 321, which cancels all instances of a given filename. What you can do is make clones of d5src1a.spl through d5src9a.spl, and remove the 206 effects from the clones. So instead of 'canceling' spent casting slots, you would use this to simply give yourself new ones. And then add nine op321 effects canceling your clone spells in both d5zrfsh.spl and d5zprpd.spl.

    Then when you want yo apply your extra spell slot, your ability would cast:

    1. your clone bonus slot spell
    2. d5zz172
    3. d5zspld
    4. d5zspla

    It does not work for me . it simply refresh the entire X-level slots instead of just incrementing it .

    So basically I made copies of d5srcXa (without the 206 effects ) , added Op321 d5zrfsh.spl and d5zprpd.spl to cancel my copies  ,and modified the my spells to cast the copy and the 3 spells . anything else you can think of ?

  3. 4 hours ago, subtledoctor said:

    You can't cancel a single instance of the reduction. All we have available is opcode 321, which cancels all instances of a given filename. What you can do is make clones of d5src1a.spl through d5src9a.spl, and remove the 206 effects from the clones. So instead of 'canceling' spent casting slots, you would use this to simply give yourself new ones. And then add nine op321 effects canceling your clone spells in both d5zrfsh.spl and d5zprpd.spl.

    D5src1a - 9a simply modify proficiencies, I dont see an difference between them , how do you make 1a restore 1st level slot , while having 3a restoring 3rd level ? is it just a matter of applying it multiple times ?

  4. 8 hours ago, subtledoctor said:

    Ah. Well, looking at your screenshot again I see several Invocation spells in addition to the ones you prepared, so I think I can conclude that this is no bug, but rather a bonus feature that I took particular pains to add to the mod: specialist mages, in addition to the spells they have prepared, can use their casting slots to freely cast any spell in their specialty school. My earlier mod gave specialists the ability to spontaneously cast their specialty spells within the vanilla casting model; this is an updated version of that, working with the new spellcasting system. Because with this system, trueclass mages have the same number of memorization and casting slots as specialists; so specialists get this benefit to balance the loss of their opposition school. 

    It does not explain why stoneskin was missing , unless the extra spells overwrite existing spell selection ?

    8 hours ago, subtledoctor said:

    Opcode 321 effects cancel “d5src-#” - where “#” is the spell level. Did I miss some item? 

    Sorry , I worded it poorly , how do I cancel single reduction spell from level ?  It seems D5src#  cancel all reduction therefore restoring all spells from that level. I'm trying to remove 1 reduction 

    Let me explain : inspire from one of you previous mods (psionic) I create custom internal spells that allow restoring spell level but reduce the caster max hitpoint for a awhile .  the idea to allow caster to "tap" into the internal health as restore spells for reducing health .  In non 5E , I have spells that restore spell level and have max health cost based on the level . I'm trying to create it for 5E casting , so I need spell1 - to reduce 3 hitpoints for 5 min , and restore level 1 spell  ,spell2 will reduce 6 hitpoints restoring level 2 spell... etc.

     

  5. I only tested it with invoker . I cant pin point the specific spells since all of them are messed up and I cant find any logic in it . e.g. I see more spells in the action bar that I memorized , and some of them match the spells  I have but some some dont . Some of them are not even spells my char know. 

     

    How do I cancel all of the reductions of spells from X level spells ? I saw that the Evermemory  ring apply bunch of spells based on the class. so for example , let's say I want to create a 9 spells ,each restore spell slot from corresponding level (spell1- 1st level spell,etc) , which effects do I need to apply to each of them ?  Sorry your mod is black magic to me 

  6. WeiDU.logAttached is my WeiDU log.

    Started new game . clicked on the prepare spells ability , and rested for it to refresh . after rest, I noticed that the AI did cast stoneskin as part of the auto buff AI sleep , but I could not find the spell on the action bar. 

    I then noticed that alot of the spell I did not memorized (and did not "know" ) appear in the action bar, but some of the spell I did prepare do not. 

    One thing of note is that I modify the bonusINT.2da ,d5cstwiz.2da and d5cstwiz_un.2da in the data folder before installation in order to give wizards more spell slots , could that have messed up to order of the spells somehow ?

     

    EDIT : uninstalled the MOD , copied the original folder (unmodified 2da) ,and reinstalled - same results. it's not related to the 2da files

  7. @subtledoctor - I cant seem to install multiple sorcerer components (on either BG2EE or SOD) .

     the error I'm getting is :

    [./override/luFM0.2da] loaded, 3869 bytes
    ERROR: cannot convert %first_empty_row% or %%first_empty_row%% to an integer
    ERROR: [luFM0.2da] -> [override/lud5_98.2da] Patching Failed (COPY) (Not_found)
    Stopping installation because of error.

    any Idea ?

  8. Quote

    Yes. The Mana Sorcerer (and Multiclass Sorcerers, and if you install the spell-switching component, then vanilla sorcerers as well) do not rely on spell.ids to choose spells. They use a custom UI interface (a version of Kjeron's spell-learning UI) to choose from any spells in d5clonmn.2da. In a game with only the vanilla spells, d5clonmn.2da will probably be identical to the set of wizard spells in spell.ids. But the spell learning function only cares about the .2da file, so you can pad it out by expanding the regexp to catch more spells not in spell.ids, and those new spells will be available to sorcerers. 

    @subtledoctor - thanks for that. I found out that after multiple reinstallation the new spells are not created any more . I have no doubt its a bug in my local copy - like some files are not getting deleted during uninstallation.

    I ended up going the different path (I'm documenting it for future generations )

    1. made copy of the spells I needed with SPWI###

    2. I manually edited d5clonm.2da to tell the installation these are the spells which need be patched * ( this should happen automatically during installation once you edit line 655 as @subtledoctor suggested)

    3. Reinstall Tome and blood

    4.profit ? 

    ----

    edit , I should also mentioned that d5clonm.2da will be recreated during the multiclass sorcerer or the spell switch component ,  you need to edit the file , make a backup of it , and copy it back to override folder after those components are installed but before the mana sorcerer is installed.

  9. 2 hours ago, subtledoctor said:

     

    Oh, sorry, I guess the regexp would need to be expanded as well if you give them numbers above x50. So in line 655, change

    
    
    
    
    
    [Ss][Pp][Ww][Ii][1-9][0-5][0-9]

    to

    
    
    
    
    
    [Ss][Pp][Ww][Ii][1-9][0-8][0-9]

    in which file ?

    never mind you already wrote which file to edit. testing right now ..

    I'm not worried About Olvy spells since I only make a copy of the spells ( I wont rename them)

    also Are you saying I dont need to add the line to Spell.ID to make them appear in the mana sorcerer list ?

  10. 9 hours ago, subtledoctor said:

    I believe the innate ability to switch out prepared spells is "d5prepb.spl." You would need to use the console/NI/EEKeeper to give yourself that innate.

    Maybe the spells slots for your character differ from the game's spell table? Spell slots are always set to the appropriate number when you level-up, so you might just need to play with one less known 1st-level spell until you level up.

    I think this kit is chose in-game now...? I forget, this has changed around a bit.  IIRC the current way is, you play a vanilla sorcerer and you will be given an innate ability that lets you choose whether to use traditional spell-level slots, or use mana points.

    I'm pretty sure the Arcanist list is determined by checking every item of type = scroll that has an opcode 147 effect (learn wizard spell). Any spells referenced by such 147 effects are deemed to be wizard spells and included in the Arcanist system. If OlvynChuru is adding scrolls to learn his wizard spells, then the Arcanist should be able to learn them and cast them.

    The Mana Sorcerer and multiclass sorcerers use an older system that is less flexible. If you look at tomeandblood/lib/misc_tnb_functions.tpa, around line 655 there is a regexp search looking for SPWI files; you can change "[Ss][Pp][Ww][Ii][1-9][0-5][0-9]" to "[SsMm][PpEe][Ww][Ii][1-9][0-5][0-9]" to include spells with the MEWI prefix. However, if you look at line 669-702 you can see it uses some basic prefix replacement for the various support files.  If you add substitutions for the MEWI prefix, assuming Olvyn uses the same integers after his new prefix (101-150, 201-250, etc.), then some of the support files would be overwritten and would not work. The only way it can be done easily is if Olvyn's spells with the MEWI prefix use different integers after the prefix, e.g. 150-199, 250-299, etc.

    To really make his spells compatible would mean changing the Multisorc and Manasorc systems to use a more arbitrary and flexible system like the Arcanist's... but that would be a major overhaul of the code and I cannot even begin to think about such things at the moment.

    For now at least, my recommendation will probably annoy you: while Olvyn's innovation is to circumvent the spell.ids 50-per-level spell limit is cool, you are best off not using it. Figure out which 50 spells you want in each spell level and just use them. Add them the normal way, with SPWI/SPPR in spell.ids. You will miss out on some spells that you will likely never cast anyway, and in return your game will be more stable and your chosen mods more compatible.

    ------------

    EDIT - it's off-topic here, but you can add Olvyn's spells to FnP's sphere system with a bit of effort. Just copy the contents of this file into a text file, and name it "fnp_sphere_list.tpa" and then edit it, adding the RES filenames of Olvyn's spells into the appropriate spheres. Use the same format as is already there, and probably best to keep their spell levels the same by using zero. So like so:

    
    
    
    
    
    mewi101   0  =  Protection

    Then put that file into your override folder and choose "custom sphere system" when installing FnP.

    Thank you @subtledoctor - option 2 is actually what I did in the past . I copied the spells I wanted to SPWI### and added them to Spells.ID .  I was able to do with other spells systems like MIH. 

    For some reason it did not work for me now . I vaguely remember talking to you about that , and I think there was a file that need to be deleted manually from the override folder after uninstallation to make sure the spells list is recreated from scratch.

    Can you explain more on how the list of spells is saved (which spells will have D5M### spells created)  . Does this list of spells get saved to a file in the override  ? maybe this file need to be removed manually for the second installation to go over the spells again.

    so the steps are :

    1.uninstall Mana_sorcerer components 

    2.copy the spell (for example SPWI353 for FLY)

    3.Add line to spells.id with 2353 WIZARD_FLY

    4.Reinstall Mana_sorcerer

     

    Am I missing something ?

     

    --------

    EDIT:

    OK for some reason uninstallation only the mana_sorcerer component is not enough , you need to uninstall all of the Tome and Blood and reinstall it , only then the spells will be created . I'm still missing some spells even though I added them to spells.ID , wonder if there is other conditions beside have it as SPWI format and add them to SPELL.ID to causes the installation to skip them (maybe they dont have scrolls ???)

  11. @subtledoctor - I'm trying to have mana sorcerer and Arcanist to include the spells from Olvynspells list . as you know he came up with a method to break the SPWI/SPPR file limitation, and all of his new spells now have MEWI (wizards) . those don't appear in Spells.id and therefore dont get included in the Mana sorcerer and Arcanist spell list.

    can you please point me to the which file I need to modify in order to have the installation include those new file ext as well ?

  12. Ha... thats what I'm here for :creating problems that nurture your creativity :)  . Unfortunately I couldn't get the Arcanist to work it failed to initialized the spell system in every game I tried it (Bg1/SOD , BG2 , arcanist standalone as well as tome & blood package) , I ended up with single instance of each spell that disappeared from my spell bar after I cast it (just like a regular wizard).

    beside , Arcanist would still limit me to X spells per level , I love the flexible casting of the mana points , and I found Ii'm not hording spells as I used to do.  I also really liked your old psionic system where max hit point was reduced after every cast (and returned at a fix rate of 1 per round) .

    10 minutes ago, subtledoctor said:

    But what would such a hybrid beast be called?

    mana wizard :)   ?  yes please !

     

     

  13. I really appreciate you taking the time to run test @subtledoctor   . yes , I did ,modified the known spells tables (QD_splsrckn.2da) to ~12 spells per level , so as you explained that might be the cause of the delay . one things that still cant explain , is that for some time , the delay is manageable (1.5-2 seconds ) even with all those spells , which is reasonable for all those many spells . but for reason I cant explain (no new spells ) it suddenly becomes 4 -5 seconds .  this happen after every spell on non combat scenarios .

    the other two changes I did - I cant think why those will add to the delay, but making sure I mention them - is changing the d5-manX to have a duration of 300+(60*level) to basically have the mana point come back slowly without the need to rest for 8 hours . and I gave my sorcerer more tracking (mana) points per level (editing d5man3X files ) to roughly 5-7 points per level.

    As I said , once I played with your mod I cant go back to spell slot so I'm determined to work around these delays somehow :)  . 

    Thanks again for your work ! ( do you have patreon ? , I would love to show my appreciation to your work somehow)

     

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